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LibGL: Implement glLightf{v} and fix gl.h prototype

This implements the `glLightf{v}` family of functions used to set
lighting parameters per light in the GL. It also fixes an incorrect
prototype for the user exposed version of `glLightf{v}` in which
`params` was not marked as `const`.
This commit is contained in:
Jesse Buhagiar 2022-01-08 01:41:46 +11:00 committed by Linus Groh
parent 192befa84b
commit bf294612a7
8 changed files with 185 additions and 7 deletions

View file

@ -63,6 +63,17 @@ SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
{
m_texture_units.resize(m_device_info.num_texture_units);
m_active_texture_unit = &m_texture_units[0];
// Query the number lights from the device and set set up their state
// locally in the GL
m_light_states.resize(m_device_info.num_lights);
// Set-up light0's state, as it has a different default state
// to the other lights, as per the OpenGL 1.5 spec
auto& light0 = m_light_states.at(0);
light0.diffuse_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
m_light_state_is_dirty = true;
}
Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
@ -2839,6 +2850,7 @@ void SoftwareGLContext::sync_device_config()
{
sync_device_sampler_config();
sync_device_texcoord_config();
sync_light_state();
}
void SoftwareGLContext::sync_device_sampler_config()
@ -2958,6 +2970,34 @@ void SoftwareGLContext::sync_device_sampler_config()
}
}
void SoftwareGLContext::sync_light_state()
{
if (!m_light_state_is_dirty)
return;
m_light_state_is_dirty = false;
for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
SoftGPU::Light light;
auto const& current_light_state = m_light_states.at(light_id);
light.is_enabled = current_light_state.is_enabled;
light.ambient_intensity = current_light_state.ambient_intensity;
light.diffuse_intensity = current_light_state.diffuse_intensity;
light.specular_intensity = current_light_state.specular_intensity;
light.position = current_light_state.position;
light.spotlight_direction = current_light_state.spotlight_direction;
light.spotlight_exponent = current_light_state.spotlight_exponent;
light.spotlight_cutoff_angle = current_light_state.spotlight_cutoff_angle;
light.spotlight_cutoff_angle_rads = current_light_state.spotlight_cutoff_angle_rads;
light.constant_attenuation = current_light_state.constant_attenuation;
light.linear_attenuation = current_light_state.linear_attenuation;
light.quadratic_attenuation = current_light_state.quadratic_attenuation;
m_rasterizer.set_light_state(light_id, light);
}
}
void SoftwareGLContext::sync_device_texcoord_config()
{
if (!m_texcoord_generation_dirty)
@ -3019,4 +3059,89 @@ void SoftwareGLContext::sync_device_texcoord_config()
m_rasterizer.set_options(options);
}
void SoftwareGLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_rasterizer.info().num_lights), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM);
auto& light_state = m_light_states.at(light - GL_LIGHT0);
switch (pname) {
case GL_CONSTANT_ATTENUATION:
light_state.constant_attenuation = param;
break;
case GL_LINEAR_ATTENUATION:
light_state.linear_attenuation = param;
break;
case GL_QUADRATIC_ATTENUATION:
light_state.quadratic_attenuation = param;
break;
case GL_SPOT_EXPONENT:
light_state.spotlight_exponent = param;
break;
case GL_SPOT_CUTOFF:
light_state.spotlight_cutoff_angle = param;
light_state.spotlight_cutoff_angle_rads = param * (AK::Pi<float> / 180.0f);
break;
default:
VERIFY_NOT_REACHED();
}
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_rasterizer.info().num_lights), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
auto& light_state = m_light_states.at(light - GL_LIGHT0);
switch (pname) {
case GL_AMBIENT:
light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
break;
case GL_DIFFUSE:
light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
break;
case GL_SPECULAR:
light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
break;
case GL_POSITION:
light_state.position = { params[0], params[1], params[2], params[3] };
light_state.position = m_model_view_matrix * light_state.position;
break;
case GL_CONSTANT_ATTENUATION:
light_state.constant_attenuation = *params;
break;
case GL_LINEAR_ATTENUATION:
light_state.linear_attenuation = *params;
break;
case GL_QUADRATIC_ATTENUATION:
light_state.quadratic_attenuation = *params;
break;
case GL_SPOT_EXPONENT:
light_state.spotlight_exponent = *params;
break;
case GL_SPOT_CUTOFF:
light_state.spotlight_cutoff_angle = *params;
light_state.spotlight_cutoff_angle_rads = *params * (AK::Pi<float> / 180.0f);
break;
case GL_SPOT_DIRECTION: {
FloatVector4 direction_vector = { params[0], params[1], params[2], 0.0f };
direction_vector = m_model_view_matrix * direction_vector;
light_state.spotlight_direction = { direction_vector.x(), direction_vector.y(), direction_vector.z() };
break;
}
default:
VERIFY_NOT_REACHED();
}
m_light_state_is_dirty = true;
}
}